If the user is hit after using this move, its Attack rises by one stage.

13

Bite

60

25

100%

Has a 30% chance to make the target flinch.

15

Scary Face

--

10

100%

Lowers the target's Speed by two stages.

21

Ice Fang

65

15

95%

Has a 10% chance to freeze the target and a $effect_chance% chance to make the target flinch.

24

Flail

1

15

100%

Inflicts more damage when the user has less HP remaining, with a maximum of 200 power.

30

Crunch

80

15

100%

Has a 20% chance to lower the target's Defense by one stage.

33

Chip Away

70

20

100%

Ignores the target's stat modifiers.

39

Slash

70

20

100%

Has an increased chance for a critical hit.

42

Screech

--

40

85%

Lowers the target's Defense by two stages.

48

Thrash

120

10

100%

Hits every turn for 2-3 turns, then confuses the user.

51

Aqua Tail

90

10

90%

Inflicts regular damage with no additional effect.

57

Superpower

120

5

100%

Lowers the user's Attack and Defense by one stage after inflicting damage.

60

Hydro Pump

120

5

80%

Inflicts regular damage with no additional effect.

TMs/HMs

#

Move

Type

Class

Pow.

PP

Acc.

Effect

TM1

Hone Claws

--

15

--

Raises the user's Attack and accuracy by one stage.

TM2

Dragon Claw

80

15

100%

Inflicts regular damage with no additional effect.

TM5

Roar

--

20

100%

Immediately ends wild battles. Forces trainers to switch Pokemon.

TM6

Toxic

--

10

90%

Badly poisons the target, inflicting more damage every turn.

TM7

Hail

--

10

--

Changes the weather to a hailstorm for five turns.

TM10

Hidden Power

1

15

100%

Power and type depend upon user's IVs. Power can range from 30 to 70.

TM13

Ice Beam

95

10

100%

Has a 10% chance to freeze the target.

TM14

Blizzard

120

5

70%

Has a 10% chance to freeze the target.

TM17

Protect

--

10

--

Prevents any moves from hitting the user this turn.

TM18

Rain Dance

--

5

--

Changes the weather to rain for five turns.

TM21

Frustration

1

20

100%

Power increases as happiness decreases, up to a maximum of 102.

TM27

Return

1

20

100%

Power increases with happiness, up to a maximum of 102.

TM28

Dig

80

10

100%

User digs underground, dodging all attacks, and hits next turn.

TM31

Brick Break

75

15

100%

Destroys Reflect and Light Screen.

TM32

Double Team

--

15

--

Raises the user's evasion by one stage.

TM39

Rock Tomb

50

10

80%

Has a 100% chance to lower the target's Speed by one stage.

TM40

Aerial Ace

60

20

--

Never misses.

TM42

Facade

70

20

100%

Power doubles if user is burned, paralyzed, or poisoned.

TM44

Rest

--

10

--

User sleeps for two turns, completely healing itself.

TM45

Attract

--

15

100%

Target falls in love if it has the opposite gender, and has a 50% chance to refuse attacking the user.

TM48

Round

60

15

100%

Has double power if it's used more than once per turn.

TM55

Scald

80

15

100%

Has a 30% chance to burn the target.

TM56

Fling

1

10

100%

Throws held item at the target; power depends on the item.

TM65

Shadow Claw

70

15

100%

Has an increased chance for a critical hit.

TM75

Swords Dance

--

30

--

Raises the user's Attack by two stages.

TM80

Rock Slide

75

10

90%

Has a 30% chance to make the target flinch.

TM87

Swagger

--

15

90%

Raises the target's Attack by two stages and confuses the target.

TM90

Substitute

--

10

--

Transfers 1/4 of the user's max HP into a doll, protecting the user from further damage or status changes until it breaks.

TM94

Rock Smash

40

15

100%

Has a 50% chance to lower the target's Defense by one stage.

HM1

Cut

50

30

95%

Inflicts regular damage with no additional effect.

HM3

Surf

95

15

100%

Inflicts regular damage and can hit Dive users.

HM4

Strength

80

15

100%

Inflicts regular damage with no additional effect.

HM5

Waterfall

80

15

100%

Has a 20% chance to make the target flinch.

HM6

Dive

80

10

100%

User dives underwater, dodging all attacks, and hits next turn.

Egg Moves

Move

Type

Class

Pow.

PP

Acc.

Effect

Ice Punch

75

15

100%

Has a 10% chance to freeze the target.

Water Pulse

60

20

100%

Has a 20% chance to confuse the target.

Dragon Dance

--

20

--

Raises the user's Attack and Speed by one stage.

Water Sport

--

15

--

All damage from Fire moves is halved until the end of the battle.

Block

--

5

--

Prevents the target from leaving battle.

Fake Tears

--

20

100%

Lowers the target's Special Defense by two stages.

Mud Sport

--

15

--

All damage from Electric moves is halved until the end of the battle.

Ancientpower

60

5

100%

Has a 10% chance to raise all of the user's stats by one stage.

Crunch

80

15

100%

Has a 20% chance to lower the target's Defense by one stage.

Metal Claw

50

35

95%

Has a 10% chance to raise the user's Attack by one stage.

Hydro Pump

120

5

80%

Inflicts regular damage with no additional effect.

Thrash

120

10

100%

Hits every turn for 2-3 turns, then confuses the user.

Aqua Jet

40

20

100%

Inflicts regular damage with no additional effect.

Stats

at level 100

Base

Hindering
(90%)

Neutral
(100%)

Beneficial
(110%)

HP

65

240 - 334

240 - 334

240 - 334

Attack

80

148 - 233

165 - 259

181 - 284

Defense

80

148 - 233

165 - 259

181 - 284

Sp. Attack

59

110 - 195

123 - 217

135 - 238

Sp. Defense

63

117 - 202

131 - 225

144 - 247

Speed

58

108 - 193

121 - 215

133 - 236

TOTAL

405

Other Stats

Base Experience

Max Experience

Catch Rate

Happiness

EV Yields

143

1,059,860

45

70

Attack: 1 pointDefense: 1 point

Damage Taken

1x

1x

1x

1x

1x

1x

1x

1x

0.5x

0.5x

0.5x

2x

2x

1x

0.5x

1x

1x

1x

Images

Black

White

Diamond

Pearl

Platinum

HeartGold

SoulSilver

Ruby

Sapphire

Emerald

Gold

Silver

Crystal

Flavortext

Black 2

Once it bites down, it won't let go until it loses its fangs. New fangs quickly grow into place.

White 2

Black

White

Diamond

Pearl

Platinum

HeartGold

If it loses a fang, a new one grows back in its place. There are always 48 fangs lining its mouth.

SoulSilver

It opens its huge jaws wide when attacking. If it loses any fangs while biting, they grow back in.

Ruby

Once CROCONAW has clamped its jaws on its foe, it will absolutely not let go. Because the tips of its fangs areforked back like barbed fishhooks, they become impossible to remove when they have sunk in.

Sapphire

Emerald

FireRed

It opens its huge jaws wide when attacking. If it loses any fangs while biting, they grow back in.

LeafGreen

If it loses a fang, a new one grows back in its place. There are always 48 fangs lining its mouth.

Gold

If it loses a fang, a new one grows back in itsplace. There are always 48 fangs lining its mouth.

Silver

It opens its huge jaws wide when attacking. If itloses any fangs while biting, they grow back in.

Crystal

The tips of its fangs are slanted backward. Oncethose fangs clamp down, the prey has no hope of escape.